# \#staticmesh

**URL:** https://forums.unrealengine.com/tag/staticmesh/80.md

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## [Scaling Static mesh in one axis breaks box colliders](https://forums.unrealengine.com/t/scaling-static-mesh-in-one-axis-breaks-box-colliders/2852521)

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**Author:** [@ProzackPH7](https://forums.unrealengine.com/u/ProzackPH7)\
**Replies:** 1\
**Last updated:** [November 9, 2026, 8:21am UTC](https://forums.unrealengine.com/t/scaling-static-mesh-in-one-axis-breaks-box-colliders/2852521 "2026-11-09T08:21:14Z")

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When scaling a mesh in one axis with Box Colliders, the colliders are skewed improperly: Normal ^ X axis scaled by -1 ^ Any help would be great

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## [Damage thresholds set in Geometry Collections are not reflected in components.](https://forums.unrealengine.com/t/damage-thresholds-set-in-geometry-collections-are-not-reflected-in-components/2702436)

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**Author:** [@ssks1914](https://forums.unrealengine.com/u/ssks1914)\
**Replies:** 2\
**Last updated:** [October 30, 2026, 12:49am UTC](https://forums.unrealengine.com/t/damage-thresholds-set-in-geometry-collections-are-not-reflected-in-components/2702436 "2026-10-30T00:49:57Z")

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I have a question about the Geometry Collection component. Even if i set a damage threshold on a Geometry Collection, it will remain at the default value on the component. This means I have to manually set all the dama…

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## [Issue with Static Mesh Keeps Rotating When Player Steps on It](https://forums.unrealengine.com/t/issue-with-static-mesh-keeps-rotating-when-player-steps-on-it/2732145)

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**Author:** [@TofyTufo](https://forums.unrealengine.com/u/TofyTufo)\
**Replies:** 1\
**Last updated:** [October 22, 2026, 8:06am UTC](https://forums.unrealengine.com/t/issue-with-static-mesh-keeps-rotating-when-player-steps-on-it/2732145 "2026-10-22T08:06:53Z")

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Hi, The static mesh of the sword shown below keeps rotating on the ground when the player character steps on it. I couldn’t record a video of the issue because the editor gets extremely laggy when I try to. Instead, I t…

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## [LODs and Reimports Break After Using Reimport Mesh](https://forums.unrealengine.com/t/lods-and-reimports-break-after-using-reimport-mesh/2746280)

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**Author:** [@itsanate](https://forums.unrealengine.com/u/itsanate)\
**Replies:** 3\
**Last updated:** [October 16, 2026, 6:00pm UTC](https://forums.unrealengine.com/t/lods-and-reimports-break-after-using-reimport-mesh/2746280 "2026-10-16T18:00:30Z")

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Summary When you reimport the base mesh (LOD0), existing custom LODs break, and reimporting custom LODs does not work either. Please select what you are reporting on: Unreal Editor for Fortnite What Type of Bug are you…

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## [Landscape Mesh Builder - Free UE5 Tool](https://forums.unrealengine.com/t/landscape-mesh-builder-free-ue5-tool/2092272)

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**Author:** [@Perpetua\_M](https://forums.unrealengine.com/u/Perpetua_M)\
**Replies:** 1\
**Last updated:** [July 29, 2026, 1:07pm UTC](https://forums.unrealengine.com/t/landscape-mesh-builder-free-ue5-tool/2092272 "2026-07-29T13:07:49Z")

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Hi everyone, I’d like to share a basic engine tool that I’ve made for my own UE5 project: The ‘Landscape Mesh Builder’ is a standalone Blueprint that uses the Geometry Script plugin to generate a series of mesh assets …

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## [Vertex colors are interpreted as SRGB instead of linear when building a static mesh from mesh description. ](https://forums.unrealengine.com/t/vertex-colors-are-interpreted-as-srgb-instead-of-linear-when-building-a-static-mesh-from-mesh-description/2729016)

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**Author:** [@FlorianRett](https://forums.unrealengine.com/u/FlorianRett)\
**Replies:** 0\
**Last updated:** [June 16, 2026, 2:54pm UTC](https://forums.unrealengine.com/t/vertex-colors-are-interpreted-as-srgb-instead-of-linear-when-building-a-static-mesh-from-mesh-description/2729016 "2026-06-16T14:54:49Z")

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Summary When you build a static mesh from a mesh description containing vertex colors, the mesh’s vertex colors will be rendered brighter than the mesh description’s color values. The color difference appears to be the s…

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## [Landscape Spline Road Merged Into One Static Mesh Doesnt Use LODs](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesnt-use-lods/2671527)

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**Author:** [@golos91](https://forums.unrealengine.com/u/golos91)\
**Replies:** 1\
**Last updated:** [June 15, 2026, 2:42pm UTC](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesnt-use-lods/2671527 "2026-06-15T14:42:57Z")

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Hi everyone! I created my roads using the Landscape Spline Tool in Unreal Engine 5.5. Everything worked fine, but the spline generated around 10 000 draw callsand about 100 000 primitives when looking at the whole map. …

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## [La textura de un mesh se pone NEGRO al acercarse después de presionar "Build Lighting Only" ](https://forums.unrealengine.com/t/la-textura-de-un-mesh-se-pone-negro-al-acercarse-despues-de-presionar-build-lighting-only/2724825)

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**Author:** [@agusvarbar](https://forums.unrealengine.com/u/agusvarbar)\
**Replies:** 0\
**Last updated:** [May 27, 2026, 9:46pm UTC](https://forums.unrealengine.com/t/la-textura-de-un-mesh-se-pone-negro-al-acercarse-despues-de-presionar-build-lighting-only/2724825 "2026-05-27T21:46:18Z")

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Hola, necesito su ayuda, tengo un escenario listo y realice un “Build Lighting Only”, pero hay un mesh que se pone negro la textura cuando te acercas con la cámara. ¿Saben como arreglarlo? Por si acaso, no hay un mesh d…

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## [Star Wars Catwalk Prop has offset only visible at runtime ](https://forums.unrealengine.com/t/star-wars-catwalk-prop-has-offset-only-visible-at-runtime/2720149)

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**Author:** [@Zanzibar\_106](https://forums.unrealengine.com/u/Zanzibar_106)\
**Replies:** 1\
**Last updated:** [May 6, 2026, 4:57pm UTC](https://forums.unrealengine.com/t/star-wars-catwalk-prop-has-offset-only-visible-at-runtime/2720149 "2026-05-06T16:57:13Z")

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Summary The HarshTone Hangar Catwalk prop has an offset at runtime that is not visible when the prop is placed in-editor. Please select what you are reporting on: Unreal Editor for Fortnite What Type of Bug are you exp…

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## [\[SCENE GRAPH VERSE\] Mesh entered and exited event doesn’t fire on custom Static Mesh, but works on native UEFN Cube](https://forums.unrealengine.com/t/scene-graph-verse-mesh-entered-and-exited-event-doesn-t-fire-on-custom-static-mesh-but-works-on-native-uefn-cube/2715090)

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**Author:** [@YanSteinhaus](https://forums.unrealengine.com/u/YanSteinhaus)\
**Replies:** 4\
**Last updated:** [April 16, 2026, 6:02pm UTC](https://forums.unrealengine.com/t/scene-graph-verse-mesh-entered-and-exited-event-doesn-t-fire-on-custom-static-mesh-but-works-on-native-uefn-cube/2715090 "2026-04-16T18:02:20Z")

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I’m using Scene Graph Verse and testing mesh\_component.EntityEnteredEvent with the same code on two different meshes: a native UEFN Cube a custom Static Mesh capsule created in UEFN’s Modeling Mode. The code wor…

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## [Set Static Mesh not working in separate process ](https://forums.unrealengine.com/t/set-static-mesh-not-working-in-separate-process/2709427)

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**Author:** [@emerikaji](https://forums.unrealengine.com/u/emerikaji)\
**Replies:** 9\
**Last updated:** [March 27, 2026, 3:32pm UTC](https://forums.unrealengine.com/t/set-static-mesh-not-working-in-separate-process/2709427 "2026-03-27T15:32:48Z")

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Hi everyone, I created a simple Blueprint on a StaticMeshActor to load Dynamic Meshes (sequences of meshes to form an animation). Running it in PIE mode works without issue, but when in its own process or packaged, SetSt…

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## [Clarity on Custom Collision Meshes. Potential UE5 Editor Bug.](https://forums.unrealengine.com/t/clarity-on-custom-collision-meshes-potential-ue5-editor-bug/2693847)

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**Author:** [@DanielOS96](https://forums.unrealengine.com/u/DanielOS96)\
**Replies:** 2\
**Last updated:** [January 21, 2026, 4:10pm UTC](https://forums.unrealengine.com/t/clarity-on-custom-collision-meshes-potential-ue5-editor-bug/2693847 "2026-01-21T16:10:08Z")

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I am trying to add custom collisions to a suitcase. I want to use as the custom collision model a static mesh model I created in the UE5 Modelling tool. I have created the static mesh in the modelling mode and assigned…

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## [Is there a way for a mesh to break a mesh into smaller pieces to make it look like debris?](https://forums.unrealengine.com/t/is-there-a-way-for-a-mesh-to-break-a-mesh-into-smaller-pieces-to-make-it-look-like-debris/2044419)

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**Author:** [@Fruitman\_66](https://forums.unrealengine.com/u/Fruitman_66)\
**Replies:** 1\
**Last updated:** [January 8, 2026, 3:28pm UTC](https://forums.unrealengine.com/t/is-there-a-way-for-a-mesh-to-break-a-mesh-into-smaller-pieces-to-make-it-look-like-debris/2044419 "2026-01-08T15:28:48Z")

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Hello all, I am currently developing a landscape and i want a cliff looks like it has crumbled into pieces. Is there a way to break apart the mesh similar to the fracture mode? I looked at the fracture mode but it seems …

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## [How to get the mass of an overridden static mesh?](https://forums.unrealengine.com/t/how-to-get-the-mass-of-an-overridden-static-mesh/2685949)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 0\
**Last updated:** [December 18, 2025, 7:38am UTC](https://forums.unrealengine.com/t/how-to-get-the-mass-of-an-overridden-static-mesh/2685949 "2025-12-18T07:38:47Z")

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Although the Mass value of a Static Mesh can be freely set, it cannot be obtained unless simulation is enabled. I just want to reference the set numerical value as a parameter, so why can’t I easily obtain it like I can…

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## [Convert Static Mesh to Skeletal Mesh with existing skeleton changes the skeleton??](https://forums.unrealengine.com/t/convert-static-mesh-to-skeletal-mesh-with-existing-skeleton-changes-the-skeleton/2685134)

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**Author:** [@TorQueMoD](https://forums.unrealengine.com/u/TorQueMoD)\
**Replies:** 2\
**Last updated:** [December 15, 2025, 9:17pm UTC](https://forums.unrealengine.com/t/convert-static-mesh-to-skeletal-mesh-with-existing-skeleton-changes-the-skeleton/2685134 "2025-12-15T21:17:42Z")

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I’m trying to create clothes for my Metahuman character by converting the static mesh to a skeletal mesh and then weight transfering from the Metahuman body to the skeletal mesh. It all works, except that for some reason…

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## [Fix for broken distance culling after UE5.5](https://forums.unrealengine.com/t/fix-for-broken-distance-culling-after-ue5-5/2684035)

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**Author:** [@Kedral](https://forums.unrealengine.com/u/Kedral)\
**Replies:** 0\
**Last updated:** [December 11, 2025, 9:37am UTC](https://forums.unrealengine.com/t/fix-for-broken-distance-culling-after-ue5-5/2684035 "2025-12-11T09:37:06Z")

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Sharing this in case somebody finds their static meshes being incorrectly distance culled when upgrading their project to UE5.5+, know that it’s due to this change, where DistanceCullToSphereEdgealways defaults to true. …

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## [How can I paint foliage onto a static mesh using a mask?](https://forums.unrealengine.com/t/how-can-i-paint-foliage-onto-a-static-mesh-using-a-mask/1300931)

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**Author:** [@BStoneArch](https://forums.unrealengine.com/u/BStoneArch)\
**Replies:** 2\
**Last updated:** [December 8, 2025, 9:12pm UTC](https://forums.unrealengine.com/t/how-can-i-paint-foliage-onto-a-static-mesh-using-a-mask/1300931 "2025-12-08T21:12:25Z")

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I’d like to use a black and white texture that has been set up as a material and applied to my static mesh to control where foliage is painted on said static mesh. Is there any way to do this in UE? For instance, I woul…

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## [Meshes not loading with materials when used on a spline.](https://forums.unrealengine.com/t/meshes-not-loading-with-materials-when-used-on-a-spline/2677552)

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**Author:** [@JoeyDraws](https://forums.unrealengine.com/u/JoeyDraws)\
**Replies:** 0\
**Last updated:** [November 22, 2025, 2:43pm UTC](https://forums.unrealengine.com/t/meshes-not-loading-with-materials-when-used-on-a-spline/2677552 "2025-11-22T14:43:02Z")

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My problem is the title; very simple. IUse the modelling tool to create a road mesh, but when I assign it to a spline, it doesn’t load the textures. I’ve tried using versions of the mesh with no material and then applyi…

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## [How to see if collision component is overlaping static mesh?](https://forums.unrealengine.com/t/how-to-see-if-collision-component-is-overlaping-static-mesh/2676066)

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**Author:** [@NEYSE\_O001](https://forums.unrealengine.com/u/NEYSE_O001)\
**Replies:** 16\
**Last updated:** [November 18, 2025, 5:18pm UTC](https://forums.unrealengine.com/t/how-to-see-if-collision-component-is-overlaping-static-mesh/2676066 "2025-11-18T17:18:42Z")

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I have a collision component attached to my character, I want to use it as a trigger (like event actor begin overlap, and end overlap) when it overlaps with some static mesh. But only this collision component, the system…

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## [UE5.6.1環境下、Play In Editor状態でのStaticMeshインポートに関して ](https://forums.unrealengine.com/t/ue5-6-1-play-in-editor-staticmesh/2673862)

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**Author:** [@Arisa.Kubo](https://forums.unrealengine.com/u/Arisa.Kubo)\
**Replies:** 2\
**Last updated:** [November 12, 2025, 1:49am UTC](https://forums.unrealengine.com/t/ue5-6-1-play-in-editor-staticmesh/2673862 "2025-11-12T01:49:35Z")

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お世話になります。 UE5.6のStatic Meshインポート時の仕様に関して質問がございます。 現在ゲームプレイ時のメッシュのインポート挙動に関して問題が発生しておりまして 手順として Maya上でGameExporterからStaticMeshをfbx出力。 UE5.6.1の環境でPlay In Editor状況下でコンテンツブラウザからメッシュをインポートしたところ、 Vertices,Triangles,Approx…

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## [Landscape Spline Road Merged Into One Static Mesh Doesn’t Use LODs or HLOD in World Partition](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesn-t-use-lods-or-hlod-in-world-partition/2671399)

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**Author:** [@golos91](https://forums.unrealengine.com/u/golos91)\
**Replies:** 0\
**Last updated:** [November 3, 2025, 7:44pm UTC](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesn-t-use-lods-or-hlod-in-world-partition/2671399 "2025-11-03T19:44:40Z")

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I created my roads using the Landscape Spline Tool in Unreal Engine 5.5. Everything worked fine, but the spline generated around 10 000 draw calls and about 100 000 primitives when looking at the whole map. To op…

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## [''Holes'' in mesh when using nanite](https://forums.unrealengine.com/t/holes-in-mesh-when-using-nanite/2177873)

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**Author:** [@TediousCreations](https://forums.unrealengine.com/u/TediousCreations)\
**Replies:** 4\
**Last updated:** [October 27, 2025, 10:19am UTC](https://forums.unrealengine.com/t/holes-in-mesh-when-using-nanite/2177873 "2025-10-27T10:19:59Z")

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I’m having this issue when using nanite on specific meshes where it creates holes in my static meshes. It seems to happen only from a distance. I tried to put the fallback target at 0, or using Percent Triangles at 100 b…

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## [Enabling Nanite lowers mesh / texture quality ](https://forums.unrealengine.com/t/enabling-nanite-lowers-mesh-texture-quality/2660154)

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**Author:** [@MikeKorner](https://forums.unrealengine.com/u/MikeKorner)\
**Replies:** 2\
**Last updated:** [October 2, 2025, 8:37pm UTC](https://forums.unrealengine.com/t/enabling-nanite-lowers-mesh-texture-quality/2660154 "2025-10-02T20:37:38Z")

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When enabling Nanite on my mesh it changes the quality of the mesh to what can only be described as a lower quality. Here is what it looks like with Nanite disabled: And this is with Nanite enabled. Notice how the w…

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## [How to partially deform a Dynamic Mesh?](https://forums.unrealengine.com/t/how-to-partially-deform-a-dynamic-mesh/2661638)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 0\
**Last updated:** [October 2, 2025, 7:20am UTC](https://forums.unrealengine.com/t/how-to-partially-deform-a-dynamic-mesh/2661638 "2025-10-02T07:20:59Z")

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I tried using Dynamic Mesh to deform things like steel towers and poles. It’s easy to set up, the collision works, and it looks good, but the problem is that it deforms the entire mesh. Is there any way to deform only t…

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## [How to change the scale of all migrated mesh assets?](https://forums.unrealengine.com/t/how-to-change-the-scale-of-all-migrated-mesh-assets/2661038)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 2\
**Last updated:** [October 1, 2025, 6:46am UTC](https://forums.unrealengine.com/t/how-to-change-the-scale-of-all-migrated-mesh-assets/2661038 "2025-10-01T06:46:34Z")

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When I tried to incorporate the purchased assets into my project, I realized that the scale was completely off when I actually placed the meshes. All the migrated mesh sizes are different, so I would like to scale them …

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## [Mesh collision - collecting coins](https://forums.unrealengine.com/t/mesh-collision-collecting-coins/2660659)

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**Author:** [@Rohllik](https://forums.unrealengine.com/u/Rohllik)\
**Replies:** 1\
**Last updated:** [September 28, 2025, 3:49pm UTC](https://forums.unrealengine.com/t/mesh-collision-collecting-coins/2660659 "2025-09-28T15:49:48Z")

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Hi guys! I’m experimenting with collision, and my goal was simple: collecting coins. I created a BP actor, added a static mesh component, and set its collision preset to OverlapAll. However, the collision didn’t work at…

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## [No matter what I do, I can't seem to stop the sunlight from 'leaking' through the meshes. Is there any solution?](https://forums.unrealengine.com/t/no-matter-what-i-do-i-cant-seem-to-stop-the-sunlight-from-leaking-through-the-meshes-is-there-any-solution/1670267)

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**Author:** [@Hyraxon](https://forums.unrealengine.com/u/Hyraxon)\
**Replies:** 14\
**Last updated:** [September 24, 2025, 1:49pm UTC](https://forums.unrealengine.com/t/no-matter-what-i-do-i-cant-seem-to-stop-the-sunlight-from-leaking-through-the-meshes-is-there-any-solution/1670267 "2025-09-24T13:49:49Z")

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In this scene, the character is completely surrounded by wall meshes, yet the light still leaks through.

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## [Meshes built from Interchange have uninitialized bounds](https://forums.unrealengine.com/t/meshes-built-from-interchange-have-uninitialized-bounds/2659346)

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**Author:** [@HadockAndChips](https://forums.unrealengine.com/u/HadockAndChips)\
**Replies:** 0\
**Last updated:** [September 24, 2025, 2:48am UTC](https://forums.unrealengine.com/t/meshes-built-from-interchange-have-uninitialized-bounds/2659346 "2025-09-24T02:48:46Z")

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UStaticMesh has a member TUniquePtr\<class FStaticMeshRenderData\> RenderData, and FStaticMeshRenderData has a member FBoxSphereBounds Bound. UStaticMesh class has a UProperty named doFastBuild. So, bellow is the part o…

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## [Skeletal Nanite mesh refuses to work with vertex colors](https://forums.unrealengine.com/t/skeletal-nanite-mesh-refuses-to-work-with-vertex-colors/2607894)

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**Author:** [@thesixtyeight](https://forums.unrealengine.com/u/thesixtyeight)\
**Replies:** 1\
**Last updated:** [September 22, 2025, 3:43pm UTC](https://forums.unrealengine.com/t/skeletal-nanite-mesh-refuses-to-work-with-vertex-colors/2607894 "2025-09-22T15:43:39Z")

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Hello there, I am using vert color for material masking, everything works fine with static meshes and nanite ON, problem arises when I use skeletal meshes with nanite ON combo. Vert color data is imported but not “appli…

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## [Post Process Material Is Not Detecting/Displaying the Edges For Translucent Material on Static Mesh - For Unreal Engine 5.6](https://forums.unrealengine.com/t/post-process-material-is-not-detecting-displaying-the-edges-for-translucent-material-on-static-mesh-for-unreal-engine-5-6/2656223)

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**Author:** [@pvaniawala](https://forums.unrealengine.com/u/pvaniawala)\
**Replies:** 0\
**Last updated:** [September 13, 2025, 7:20am UTC](https://forums.unrealengine.com/t/post-process-material-is-not-detecting-displaying-the-edges-for-translucent-material-on-static-mesh-for-unreal-engine-5-6/2656223 "2025-09-13T07:20:56Z")

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Hello, What I am trying to achieve is Display Edges for Static Meshes - which have translucent materials applied to it. All the edges should display using Post Process Material / Post Process Volume. I have tried the a…

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